Abstract
We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a social-forces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour.
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Szymanezyk, O., Dickinson, P., Duckett, T. (2011). Towards Agent-Based Crowd Simulation in Airports Using Games Technology. In: O’Shea, J., Nguyen, N.T., Crockett, K., Howlett, R.J., Jain, L.C. (eds) Agent and Multi-Agent Systems: Technologies and Applications. KES-AMSTA 2011. Lecture Notes in Computer Science(), vol 6682. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-22000-5_54
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DOI: https://doi.org/10.1007/978-3-642-22000-5_54
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-21999-3
Online ISBN: 978-3-642-22000-5
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